Unity + SteamVR + VIVE Pro for motion capture

Unity + SteamVR + VIVE Pro for motion capture

Software information

VIVE Pro

hardware information

vive pro can only use 2 base stations, and can only use vive tracker 2.0 or lower trackers

It is recommended to use vive pro 2 plus 2.0 base station*4 plus vive tracker 3.0*3

Here are the examples of vive pro plus 1.0 base station*2 and vive tracker 2.0*3 (you can modify this document example after upgrading the hardware)

Hardware introduction

VR helmet

VR controller

VR tracker

VR base station

Junction Box

tracker receiver

Hardware installation

From left to right are usb mini DP power cables

usb connect to pc usb mini DP the other end of the DP cable connect to pc

Access helmet cable

The base station is placed diagonally above the height of the human body

Start steamVR

Follow the prompts for spatial positioning

Plug the tracking receiver into the PC USB

SteamVR

Mainly provides solutions for VR experience, loading steamVR on steam, configuring VR helmet, VR controller, and tracker

Configure tracker

Open Manage VIVE Tracker

The tracker selects the left foot, right foot and waist

Import the steamVR plug-in in unity

window->steamVR Input generate configuration

Open bundle configuration

Start the unity project. Select the launched unity project in the bundle UI.

Modify controller information

You can see the left and right feet and waist you just configured

Configure each tracker

Adjust to post

Scene configuration

Import the bones that need to be operated

The skeletal animation type is Humanoid

Import FinalIK, mount Animator and its bones on the scene bones, and then mount VR IK

Create a new script to implement the following code and encapsulate it into a positioning method

VRIKCalibrator.Settings settings = new VRIKCalibrator.Settings();

VRIKCalibrator.Calibrate(Player.GetComponent<VRIK>(), settings, HeadController.transform,BodyController.transform,LeftHandController.transform,RightHandController.transform,LeftFootController.transform, RigthFootController.transform);

Player is the controlled bone

HeadController, etc. are VR controllers including head, waist, left hand, right hand, left foot and right foot.

Import the CameraRig prefab into the scene

In addition to retaining the original three objects, create a new waist, left foot and right foot.

In the configuration of SteamVR_Behaviour_Pose, Input Source, Waist corresponds to the waist tracker, LeftFoot corresponds to the left foot controller, and RightFoot corresponds to the right foot controller.

Scene starts and starts tracking

Run the unity scene, let the motion capture personnel wear the equipment and pose in a T shape. In order to achieve accurate positioning, run the positioning method twice. At this point, motion capture can be achieved.

Unity

EasyMotionRecorder

Skeleton animation recording software. After importing this software, you can record skeletal movements.

Import the EasyMotionRecorder prefab into the scene

Place the skeleton to be recorded into the specified position R to start recording X to stop recording

The action data you recorded will be generated in the Resources folder.

Right-click on the specified position to calculate the corresponding animation. The skeleton is Humanoid animation when recording, so it should be Humanoid animation when generated.

software extension

Unity

FBX Exporter+Timeline+Unity Recorder can export the recorded animation into an FBX file with animation

Bind Timeline animation to the bone object to be exported together with the bone

Drag the animation that needs to be exported into the frame track and import the corresponding animator

Open Window->General->Recorder->Recorder Window

Add Animation Clip and drag the corresponding scene skeleton into the GameObject

Click START RECORDING and start playing the TimeLine animation

Don’t forget to click STOP RECORDING after recording

The corresponding animation will be generated in Recordings later.

Create a new Animator Controller in the scene skeleton

Put the generated animation into the animation controller

Right click scene skeleton

Select Export To FBX

Modify the name and click Export

You can find the skeleton FBX with animation in the generation directory.

This FBX can be directly imported into 3DMax for use

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Origin blog.csdn.net/qq_35966769/article/details/127904803